Posted in July 2, 2010 ¬ 11:18 amh.adminNo Comments »
Well suddenly I have been doing lots of progress, and the game is feeling quite complete now, featurewise. I have added several sound effects, some new monsters, And I’m in middle of finalizing the User Interface.
There will be weapon stats and armor stats shown in the UI, so one doesen’t need to guess too much how potent the weapons and shields are. But to keep things interesting, there is no details given about monster armor and attack values.
Weapons and shields have 6 different armor values: normal,fire,ice,poison,holy,electric and acid. And similarly, weapons have same 6 attack values. so there is plenty room for different attribute combos.
Here is fast screenshot of battle taking place in a dungeon. Try to guess which attack type the monster is using =)
Yep, the UI is now bit sketchy, but going to right direction imo.
Also, I have comissioned a splash screen image work. I think it will be sweet!
Posted in June 15, 2010 ¬ 9:07 amh.adminNo Comments »
No updates here lately, but that does not mean that I have been lazy, quite the opposite. Well I have been little bit lazy, true. But I have also made lots of improvements, and once again it seems that the game is “nearly ready”.
I have been working on randomized dungeon creation algorithm, and its working as planned. One needs to determine dungeonLevels, roomsInLevel and the code takes care rest of the process, creating rooms, monsters, loot, connecting rooms with teleports and so on.
Well as alwas there are some minor bugs to deal with, but they probably will be easy to fix.
But all in all, I now have full set of features done, and there will be a game. Only major thing I might want to add is shop system.
Here is screenshot showing dungeon with randomly generated doors and stairs – there are lots of “blue boxes”, placeholders for teleports. They will naturally be hidden once I clean up the code.
Posted in April 20, 2010 ¬ 9:28 amh.adminNo Comments »
I have been working on several things lately: Keyboard shortcuts for quickbar, adding soundManager, combat calculations based on damage/armor lookup table, item cooldown and restricting map teleporting. (more…)
Posted in March 31, 2010 ¬ 4:32 pmh.adminNo Comments »
While playtesting the game lately, I had noticed that the combat was bit boring, so I decided to try different approach. Instead of relying to automatic melee based on weapon speed, I set up an action based melee system. So now you need to “swing” the weapon yourself, by pressing the quickbar slot ( I will also add keyboard support to the system later).
The combat is now much more dynamic and game feels much more responsive. There still is weapon speed calculation, since once you have used the weapon, there will be cooldown period, and you cant use the weapon during it. Same mechanism is applied to spells, potions and so on. Once again, I didn’t invent this, but just lended the idea from other games.
I have been working with the outdoor maps lately. I created a cliff graphics, by modifying lostgarden.com free graphics.
So now I have hills, which give good gameplay possibilities in level design. Here are few screengrabs:
Here is a test level with some gates and mushrooms. I know the visual style of backgrond textures and items are not in perfect harmony, but thats just something I have to accept right now. I’ll polish everything once I have time (probably when I retire…).
Here is another picture, showing hill tile with water. I have just activated the Emerald Ring, and you can see the spell effect (the pink disk on ground) and those slimes are geting some serious damage.
Having hills and water will make level design much more versatile, so Im pretty happy about this progress =)
Posted in March 9, 2010 ¬ 10:28 amh.adminNo Comments »
I have been suprisingly productive lately. First I created those funny monsters (check previous post), then I whipped up a Bog Imp, flying insect-like thing in mere seconds (well, it did actually take bit longer, to tell the truth) and now I have created a beautiful ghost mage lady. (more…)
Posted in March 5, 2010 ¬ 5:14 pmh.adminNo Comments »
I did some fast tests for a green slime / oozemonster and it appeared good, so I did some other “crazy” monster designs also.
Funny looking stuff. I’ll make them move relatively slowly and deal A lot of damage… so they are easy avoid – unless you get caught on narrow corridor with dozen of them…
The green slime creature is something that I have been fond of since game Times of Lore. In that old rpg there were slime creatures in dungeons, which were relatively harmless but hard to kill, since hitting them would often make them split to two. Wonderfull stuff, back in 80’s…
Posted in March 3, 2010 ¬ 10:55 amh.adminNo Comments »
In the latest build I just uploaded I am testing Google Flash tracker to get some metrics of player behaviour. This is just testrun, and only thing I’m tracking is dungeon rooms entered. But just that information can be valuable when fine tuning the game. (more…)
Posted in March 2, 2010 ¬ 1:11 pmh.adminNo Comments »
I had a small break in the development, but Im back again. Last night I fixed most of the combat bugs. I also have created a male player graphics. Not much clothes yet, but on the other hand, he will be going to hot places beneath ground. So no need for fur, really.
Posted in February 2, 2010 ¬ 10:15 pmh.adminNo Comments »
Well, it’s a working title, you know.
Anyway, there is a new build up, with lots of new stuff (and some new bugs, I’m afraid).
Main features of the game are now present: combat, different areas (rooms in this build mostly), switchable weapons and shields, several different monsters (only 3 so far though), loot, chests with more loot, simple quest system, area effect spells and a handy teleport spell.
So why not head towards Latest build page, give it a try and drop some comments?